Enemy type decision - UQdeco2800/2021-studio-2 GitHub Wiki
We knew that the player team planned to incorporate a melee attack. We wanted to create a different attack method, to ensure that there was variation between the two character teams.
We researched different Norse mythology villains and eventually decided on two key villain types that would allow us to have a unique attack style: elves and wolves.
The decision not to use wolves:
We liked the idea of incorporating wolves, as it nicely tied our game theme ‘Ragnarok Racer’ in with Norse mythology, as Fenrir the wolf is said to start Ragnarok by breaking out of his chains. We watched a few videos of wolves attacking and made notes about their primary attack methods:
- They bite their opponent then retreat
- They bite and latch on
- They are incredibly agile (constantly leaping, and skirting out of the way)
- They often snarl to intimidate their opponent
- They do not remain in the same position long (i.e. they are constantly bending and twisting)
We realised quickly that a considerable number of sprites would be required to make a wolf attack appear natural and intimidating. We recognised that this would be incredibly time-consuming and would likely take time away from implementing coding functionality. We also wanted to focus on producing quality sprites, rather than quantity.
Videos:
https://www.youtube.com/watch?v=VcTsWXOZMzQ
https://www.youtube.com/watch?v=Fsm9opbeyaM
We were also excited by the prospect of developing projectile attacks (arrows for elves to shoot). We believed that this could present a fun challenge for the player, as they are constantly being attacked by arrows (they are not just attacked when a player is near i.e. to engage in a sword fight).